The Dog!’s Ten Quick-n-Dirty steps to a SIMPLE room:


  1. Create new map:
    1. Click file, new map
  2. Create a small hollow room (make a box and hollow it out):
    1. Make a box. In the XY Top window, click/hold your left mouse button at coordinates 256,-256 (upper left) – then drag your mouse to the -256,256 (lower right) [you should see a red square appear in grid].
    2. Make the box taller. In the Z Window (this is also called the height bar): This brush appears as a red box. Click/hold your left mouse button above the upper edge of the box and drag that bar up to about 256. [you have just raised the height of the box]
    3. Make it hollow. On your Toolbar below the Menu bar, locate the ‘Make Hollow’ Button (should be a red box with a dotted box inside of it )located under the M in Misc). Press that button. This breaks the box up into six pieces: four walls, a ceiling and a floor. [you should now see a hollow room in the texture view window]
  3. Press Escape to deselect the box (you are finished with room/box for now).
  4. Add a player starting point:
    1. Bring up the Easy Entity Menu. With your pointer over the room in the XY Top window, right mouse click INSIDE the newly created room box to open up the easy entity menu.
    2. Place a Start Spot. Select info, then select info_player_deathmatch. [you should see a small pink box appear – this is where you will start in this map anytime its loaded]
    3. Is it in there? Make sure that your new starting point is ‘really inside’ the room that you have created.
      1. Click the xyz button on your toolbar so that you can toggle through each ‘view’ of that coordinate (XY top, XZ front, or YZ side).
      2. Watch the red box (info_player_deathmatch) as you toggle through each view to make sure the red box is inside room
      3. If there is a view it is not located inside – simply stop and drag it inside the box. (You can learn how to put it in optimal places later), until it is totally inside the room.
  5. Press Escape to deselect the info_player_deathmatch item.
    The box now turns into a solid pink, box outline.
  6. Now add some textures:
    1. Load up Textures. Click on the texture menu and drag down to select the gothic_wall texture directory.
    2. Open Texture window. Press “T” to open the texture window. It should be full of wall textures.
    3. That wall will do just fine. Then decide what wall surface you want to apply the texture to. Hold the left-CTRL and the left-SHIFT key down and then left click on a wall. The wall will turn red.
    4. Pick a Texture, any Texture. in the ‘texture view’ window, left mouse click on any wall texture. A red border will now surround this texture. And presto, the wall becomes that texture too.
    5. Repeat this step for all the walls that you want to apply textures to.
  7. Save your map.
    The editor doesn’t like to work with “unnamed” map files. From the menu, select File > Save. Name the map “test1”. Always use lower case for your map names.
  8. Add a light.
    1. Bring up the Easy Entity Menu Again. With your pointer over the room in the XY Top window, right-mouse-click INSIDE the newly created room box to open up the easy entity menu.
    2. Place a Light. Select info, and then select light. [You should see a small red box appear (smaller than the player start).]
    3. Move it into place. Do the same procedure you did for the player start spot, making sure that this light is inside the room.
    4. Deselect the light. It will become a green box.
  9. Compile it.
    In the BSP menu, select “bsp_fastvis”. Wait patiently for the program to finish three phases of compile: bsp, vis, light.
  10. Start ‘er up.
    Start your Quake III Arena game. When the menu appears, hit the tilda key (~). On most American keyboards, this is in the upper left corner of the keyboard, below ESC.

    1. Set your game to run the map. In the console, type “/sv_pure 0”
    2. Enter the Devmap. In the console, type “\devmap test1” and then ENTER.
    3. Play it for all it’s worth. The map should start and you will be standing in the center of your first room.

Now go make something more complicated on your own!